In a hostile region like Saventh-Yhi, the question of
where to shelter large numbers of relatively lowlevel
people is an important concern. And once an
expedition’s campsite is chosen, there comes the matter
of defending it from the natives, creating reliable trade
routes with the outside world, and beginning the process
of exploring the safer parts of the city.
Choosing the Campsite
A good campsite provides shelter and access to clean water,
and helps to defend against wild animals or enemies. Allow
the PCs to choose the location of their own campsite—
once they’ve selected a specific area, they need to ensure
that there are no hostile encounter areas within a 500-
foot radius. Once any nearby hostile encounter areas are
handled, have one PC make a Survival check to prepare the
site—any other PCs, as well as any important NPC allies
they have with them, can attempt DC 10 Survival checks to
aid another. Preparing the site requires a full day of work
(during which you should roll for wandering monster
encounters as detailed on page 79). If a PC fails the Survival
check to prepare the site, he may attempt to do so again
on a following day—each consecutive attempt in the same
location gains a cumulative +2 bonus on the roll.
Jungle (DC 30): This is a campsite located in the area
surrounding the city but not in the city itself—any
campsite within 500 feet of a ruined building is technically
a ruin site, not a jungle site.
Ruin (DC 25): Any campsite within 500 feet of the ruined
buildings of Saventh-Yhi is a ruin campsite.
Water (DC +5): A water site is either a jungle or a ruin
site located within 500 feet of a river or lake. Water sites are
generally more difficult to prepare (add 5 to the base DC
for preparing the site).
Every campsite has three scores that represent its chances
at success or failure: Defense (the camp’s ability to defend
against attack, to protect its inhabitants, and to recover
from disasters), Exploration (the camp’s ability to survey
Saventh-Yhi, discover its secrets, and record any findings),
and Supply (the camp’s ability to keep its inhabitants
nourished and to retain contact with the civilized world).
When the PCs establish a camp, they have 24 points
that they can split among the three categories in any
combination they wish, from a minimum score of 0 to a
maximum of 15 (this maximum can then be exceeded by
additional bonuses as detailed below). If the PCs wish to
change these scores, they need to build a new camp.
When the PCs (or any faction) either ally with or conquer
one of the seven districts of Saventh-Yhi, their camp gains
a +1 bonus to all three scores. This bonus is removed if they
lose control of their alliance with that district.
The PCs can also assign named NPC allies (as long as
the named NPC is at least 2nd level) to aid in defense,
exploration, or supply. For each NPC assigned to a category,
that score gains a +1 bonus (to a maximum bonus of +4 for
four NPCs aiding on any one score).
To make a Defense check, roll 1d20 and add your campsite’s
Defense. If the camp is located at a jungle site, it gains a +2
bonus to its Defense. The Sargavan government is quite
efficient at defense, and they gain a +4 bonus to Defense.
Attacks: Once per day, make a wandering monster check
(see page 79). If the PCs are at the camp for that day, they
can defend the campsite on their own—if the PCs are not
at the camp, then the camp must make a Defense check
(DC 15 + the CR of the wandering monster encounter).
Success indicates that the monsters are defeated or driven
off, but failure results in the camp gaining a number
of Destruction points equal to the wandering monster
To make an Exploration check, roll 1d20 and add your
camp’s Exploration. If the camp is located at a ruin site, it
gains a +2 bonus to its Exploration.
Discovering Mysteries: The PCs can ask their camp’s
researchers to try to discover one of the many mysteries
about Saventh-Yhi’s past by specifically focusing their
study on one section of the ruin’s numerous carvings. Each
time a new mystery is discovered (whether via a camp’s
exploration or a PC’s own discovery during the course of
the adventure), the camp gains 1 Discovery point.
Exploring the City: Every day the camp doesn’t spend
discovering mysteries, it makes an Exploration check to
determine its progress toward mapping and surveying
Saventh-Yhi. With a successful DC 20 Exploration check,
the camp earns 1 Discovery point—and every 10 points
by which this check exceeds the DC 20 Exploration check
earns an additional 1 Discovery point.
To make a Supply check, roll 1d20 and add your campsite’s
Supply. If the camp is located at a water site, it gains a +2
bonus to its Supply.
Repairs: Once per day, a camp can attempt a DC 15
Supply check to repair damage and heal the wounded. A
successful check removes 1d6 Destruction points. For every
5 points by which the check exceeds the DC, an additional
1d6 Destruction points are removed.
Supplies: A campsite can be used to resupply or to
purchase items—all encampments have a base value of
2,500 gp for buying and selling items. For anything more
expensive, the PCs must place orders for items, and the
camp’s traders then make their way back to civilization
to make the purchases. There’s a 30-day delay between
placing an order and actually receiving items. The delay
is reduced by a number of days equal to the result of the
Supply check (minimum of 1 week). If the PCs wish to use
their own resources (such as teleport spells), they can handle
their own trade and sales without involving their camp.
If at any point a campsite accumulates 20 Destruction
points, it is irrevocably destroyed. The PCs and named
NPCs involved with the camp might survive, but the
faction itself loses any further influence in Saventh-Yhi.
If the PCs’ camp is destroyed, they can either continue the
Serpent’s Skull Adventure Path without the support of a
faction, or they could join another faction that the GM
feels would accept the PCs as new allies.
A faction can attack another faction’s campsite. In this
case, both factions make a Defense check, with the higher
roll indicating who wins the fight. The winner gains
1d6 Destruction points and steals half of the loser’s total
Discovery points. The loser gains 2d6 Destruction points
and loses half its Discovery points.
If the PCs are involved in such an attack, you should play
out the battle between the PCs and the enemy faction’s group.
The Sargavan Government
PC Benefit: +4 Defense